You could use the same system as the other skills. Changing stuff on the bar dispels all your effects and puts everything on 10 sec cooldown.
Posts made by spoletta
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RE: extra slots for healing and herbs
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RE: Horse death
This is most likely something that the devs want to implement but that still had no time to do so.
Also, more than a life system for horses, I would prefer a degradation system. Horses with use progressively lose stats, this is accelerated by taking damages and getting killed.
As for the stats:
STR: Speed while carring a wagon
DEX: Speed without a wagon while on a road
CON: HP
PER: Speed without a wagon while off road
INT and CHA interact with taming skills.This way all horses have a specific application.
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RE: On the matter of economy (durability, masteries, gear drops, imbuing)
These neutral changes are interesting, but they pose the issue for players without residencies. They would not be able to gather all, it would require to implement a "pre-residency registration" system.
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RE: extra slots for healing and herbs
This issue will explode when Alchemy gets added to the game and we start having a lot of consumables.
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RE: extra slots for healing and herbs
There have been many discussions on this point.
I don't like the current situation where you can use this stuff from the inventory, which promotes the use of macros.Either we get consumable slots, or they can't be used from inventory.
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RE: Just few questions about some abilities
Ok, I'll try to answer:
Bond of Agony does not stack, since it is a debuff. We don't know how it interacts with Warlock Armor. It doesn't look like it is purgeable. Lasts 10 secs and costs 500 mana though.
You can't dual wield at the moment.
Ability damage and weapon damage are separated. Battle jump is not influenced by the 2h talents.
The damage of poison is calculated as usual, based either on the % or the min/max value. After that, it is scaled by your poison resistance.
Frightened status is caused by a very limited amount of effects. It makes sense to provide immunity to it if you venture in an hybrid tree (which are most of a cost than venturing into a regular one).
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RE: Siege feature is too punitive and should be a multi-stage siege
Walls are a rank 5 tech. Any city gets it very quickly. If you give 7 days of no raids to new cities, and 14 days of no conquering, they are sure to be able to make walls. If they didn't, they made their choice.
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RE: Siege feature is too punitive and should be a multi-stage siege
This would be abusable. You can make it not siegeable for a set period of time, but consider that keeping low level cities for farming all around your nation to be invincible would become a very viable tactic.
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RE: Campfires should not allow you to respec
Something midway? You can't make or alter presets but you can switch them at campfires?
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RE: Needed: Cosmetic Rewards for Beta Testing
We already have a tiered cosmetic reward system, which is called "The Foundation" and offers exactly what is expected. Skins, mounts, decorations for the house, pets, titles... that kind of stuff.
It is currently being used for promoting out of game activities, like sharing the news on socials, using the forum, keeping yourself updated with news and so on.
I agree that it would certainly be an important boon to the game if it were possible to gain foundation points by completing ingame activities.
We could have points for unlocking full talents, or collecting pages, or finding all resources, or participating in raids... all the activities that require active testing.
I don't know though if that is actually feasible. -
RE: Improvements to City vs City battles
As far as I know, you can already accept defenders from anywhere.
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RE: The absolute ridiculousness of mage gear
On the contrary, mages currently have a big advantage.
They can craft their non primitive gear (the commoner clothes) much much easier than any other archetype. A chainmail is a lot more difficult to craft than the commoner clothes.
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RE: Longbows need fixing
Acid arrows are currently bugged, I already reported it.
They inflict only 3 corrosion stacks instead of 10.
The problem of the longbow is also in the strike wound bug. Strike wound for some reason works on bows only if you also use some kind of elemental arrow. If strike wound worked correctly, the long bow would be fine.
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RE: Political Discussions on Discord
I agree. I don't care about the statement, the position or lack of it. That's not the place and nothing good can come of opening that topic there. End of discussion.
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RE: Political Discussions on Discord
These topics should not be brought on a game channel. Period.
This is not the place to discuss them and gaming has no relation with world politics. -
RE: Master Crafters not Recipe Junkies
Yeah agree.
This game is very much "No-alt needed" oriented.
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RE: Suggested fixes for sieges.
I was also thinking about a moratorium time, but for a different reason.
One of the purposes of this beta is to understand how fast a dominating faction can snowball and conquer a continent.
If there is a moratorium time (3 days indeed) during which the city cannot be used to launch conquests, it would give the defenders more time to reorganize. -
RE: On the matter of economy (durability, masteries, gear drops, imbuing)
If paired with durability damage to the equipped items then yes flagging items as unlootable would work too.
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RE: Request: Skill respec
You can already respec attributes once per week.